// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "Engine/DataAsset.h"
#include "GameplayTagContainer.h"

#include "LyraDamagePopStyle.generated.h"

class UObject;
class UStaticMesh;

UCLASS()
class ULyraDamagePopStyle : public UDataAsset
{
	GENERATED_BODY()

public:

	ULyraDamagePopStyle();

	UPROPERTY(EditDefaultsOnly, Category="DamagePop")
	FString DisplayText; // 显示文本

	UPROPERTY(EditDefaultsOnly, Category="DamagePop")
	FGameplayTagQuery MatchPattern; // 匹配模式

	UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideColor))
	FLinearColor Color; // 颜色

	UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideColor))
	FLinearColor CriticalColor; // 暴击颜色

	UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideMesh))
	TObjectPtr<UStaticMesh> TextMesh; // 文本网格

	UPROPERTY()
	bool bOverrideColor = false; // 是否覆盖颜色

	UPROPERTY()
	bool bOverrideMesh = false; // 是否覆盖网格
};